• TF2 General Chat & Speculation Station V15 - Buff Pyro plz
    999 replies, posted
Time for a weird flex, but this was just too good not to brag about. I joined on BLU side in a match of Barnblitz, and we lost pretty quickly - the enemy had about 3-4 Engineers, and team coherency wasn't really to the max. We then swapped roles, meaning I was in RED. I played Pyro for a bit, but soon enough I picked up Spy and conducted the most insidious strats ever. I kept lying in wait near their spawn - not to spawncamp the enemies per se, but wait till all of their four engineers had built up their teleporter entrances and buggered off. This meant I could sap'n'blam the buildings, meaning the last stretch I almost constantly forced the enemies to walk the long, U-shaped path towards last point. It took a bit of brainpower, constantly checking when the enemies would respawn so I wouldn't start sapping when quarter of the BLU team exited their spawn. I was busted in the end couple of times, so I swapped back to Pyro to defend the payload - and we won. https://steamuserimages-a.akamaihd.net/ugc/957479470588284795/614FDB69DF87DA1E20163301C424E6F0D3526B75/ 34 buildings destroyed, and MV to the fucking P. https://files.facepunch.com/forum/upload/107118/b0c6c026-dbe1-49ab-a3e6-90f5d0c1506d/image.png It's moments like these that give me life.
would someone be able to educate me on how people datamine this game? and how do people come up with bug fixes from the community? i want to learn more about neat things like that, and if at least could get a direction of where to go, that would be fantastic
I wish that A) more Engies knew how important their teleporter is and focused on getting them up in Payload /AD maps, and B) more teammates quickly changed classes to Engineer upon respawn to upgrade/unsap teleporters.
What would you guys prefer from their engies while on defence on a payload or A/D map? A level one tucked away somewhere secure or a level three smack dab in the middle of a sentry nest? For the sake of discussion, let's say there is only one engineer.
I decided to play some casual after dropping the game and retiring from my comp team sometime last summer, it's still as fun as I remembered. Ended up joining a match on CP_process and winning the game by sneaking round the rear above the spawns to backcap, some things never change. I also particularly enjoyed how the bug where my ammo count dissapears is STILL present .
in pubs its completely situational and depends on the map, so there are multiple ways to tackle things, specially on payload and the overall skill level of your teammates also factors in. if you're paired with potatoes no ammount of gun will give you time to build a nest, while a single competent teammate will help you effectively secure and fortify an area to fend of stray enemies. its the exact same thing we mentioned earlier: you can play solo engineer on defense and go minisentry and still rack in kills and shit. if you get to be paired with a competent teammate chances are only an actual uber will take your nest down if there isn't another engie with another nest being taken into account. both teamwork and solo gameplays are supported, encouraged and rewarded.
Dota Auto Chess tournament will be sponsored by Valve. Just saying. https://twitter.com/BananaSlamJamma/status/1086029575253983232?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1086029575253983232&ref_url=https%3A%2F%2Fkanobu.ru%2Fnews%2Fmem-kotoryij-zashel-slishkom-daleko-valve-prosponsiruet-turnir-pokastomke-izdotyi-dota-auto-chess-410301%2F
can we just call tf2 a spin-off of dota to get sponsored afterall it has dota cosmetics
The medic on my old HL team would always bellow into the mic "THREE ENGINEERS? NO TELEPORTERS???" if he knew the engineers had otherwise perfectly functional and unharmed nests, and whenever spawn is a huge distance away from the fighting. Usually works.
On another note, fuck scouts that bonk their way to our spawn and destroy our teleporters.
Chances are that valve doesn't even remember adding those cosmetics
Extremely effective tactic though. Usually on A/D or Payload I'll go to the enemy spawn to destroy their tele entrances as a demo, spy or scout, because the extra 15-30 seconds it takes for a repawn wave to make it to the point can make the difference between a win and a loss. It's also why I use the Eureka Effect a lot now when I'm Engineer, so I can quickly go back to spawn and fix up a tele and also punish whoever tried that tactic on me with Widowmaker buckshot to the face.
I see this type of player often in CTF. Literally incapable of standing up to an enemy, just constantly tunnel visions the objective, dies uselessly over and over, with no end. Bonk! / Deadringer 24/7 It is embarassing how many people long for the pop window that says "You win!", rather than actually try to invest and improve at a videogame. Never learns, never seeks to do new things and pull milestone moves like airshots or such. Some of them literally have years of play into TF2 and they still bear the game sense of a toddler. Just sit on the flag for hours and they get all pissy and "dont understand why u camp". It's an absolute pleasure to deny their only living reason to play.
https://files.facepunch.com/forum/upload/134246/1e0a5595-93e5-4fa1-8e8a-8e8fa7c5777a/image.png https://files.facepunch.com/forum/upload/134246/044cbdf2-b0a3-4b38-a340-0aa8c0333242/image.png
god I hope valve gets random critted in real life cause theyre blatantly ignoring tf2 at this point
m-maybe they're doing tf source 2 right guys..? :-(
the actual race to see what comes out first, Source 2 or the TF2 Comic.
More like the race to see who comes out first: the next tf2 comic or self-driving cars.
TF2 will get an update when they decide to give Heavy a jetpack like they did Pyro. Used to tell myself the day Pyros could fly I'd start to seriously seek another game to play.
In two weeks, it will be 470 days since Jungle Inferno. At that point, we will have surpassed the major content addition gap between MYM and Jungle Inferno. At that point we'll have to accept that the TF2 update cycle is not only unfathomably slow, but is in fact getting even slower.
Morbid thought: MyM was a steaming pile of shit. Possibly the most misguided and poorly implemented update in TF2's history (or at least in the time I've been playing.) JI was a half baked mess, that was somewhat resolved by Blue Moon (many months later.) What kind of five alarm goatfuck can we expect for the next major update? Is the TF2 source code such a complete Nightmare on Spaghetti Street at this point that even the most senior TF2 devs can barely make changes to it without coughing up fire and blowing the whole joint up? There have been more than a few warning signs: Recycling comp medals. No new stranges that aren't cosmetics. No new unusual weapon effects. No changes to MvM in 4 years other than the new Pyro weapons (though I suspect that has little to do with the actual source code.) We know there's a real lack of manpower behind TF2 updates, is the greater problem that the game itself is nearly impossible TO update?
honestly if that was the case Id just love for them to talk about it so we can actually understand their fucked position lots of people were complaining about shit AI in a fighter I play, so when they contacted the lead dev and asked him about fixing it, he straight out said that him and his team simply is not very good as far as making an AI goes, and everyone was pretty understanding. Hearing that kind of stuff kinda makes a development team more human
it's rather easy to figure out valve is sick of tf2 and yet they feel like they're bound to fulfill their update "duty".
Or perhaps it's because of the flat structure and not necessarily some higher ups in Valve deciding about it? As long as there are the few devs willing to work on it, we'll have major updates every year, 1,5 or 2 years - granted, they /might/ have to work on some new projects for a bit to save their own asses, but it still doesn't change that they're working on the game out of their own choice.
Yeah, unless something in valve's corporate nature changed, it's almost certainly just the structure, like usual. People there aren't interested in TF2, we have no way to know if anybody except Jill is even invested in the game anymore (even Jill might be up in the air), and with the failure of Artifact, it's not hard to imagine people would be wanting to hop back onto CS:GO, DOTA2, and VR production.
Hopefully they'll introduce another campaign with the heavy update and have the objectives be a bit less tedious
If the heavy update is a thing he better have a lot of new cosmetics instead of the usual "lets give him one cosmetic per update lolle" routine
It's a little map specific on how useful the teleporter is. Ones like Powerhouse having a teleporter take people from the spawn to even just the middle makes such a huge difference in the offensive push for the final point it's not funny. Some of the maps that have forward respawns when objectives are captured lower the important of having teleporters though. Not all them, but some. So it's not as big of a priority to keep Engineer tele's down as you'd think it would be.
I think Valve could pull the plug on TF2 right now if they want to, pretend it never existed like most of their things like SteamOS, Steam machines and curators
Both SteamOS and Curators are more alive in terms of developer support than tf2 currently.
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